Các Lượt (Passes)¶
Tham Chiếu (Reference)
- Panel (Bảng):
A Pass is a type of intermediate rendering information that's extracted as a separate image. Examples include the diffuse colors of the objects in the scene, the light distribution, the depth map, and the normal map.
These images can be accessed using the Nút Tầng Lớp Kết Xuất (Render Layers Node) in the Trình Tổng Hợp (Compositor) and combined in a custom way that replaces the standard one.
Dữ Liệu (Data)¶
Cycles¶
- Bao Gồm (Include)
- Kết Hợp (Combined)
The render output before any compositing is applied.
- Z
Distance to the nearest visible surface. Can be used with the Nút Phi Hội Tụ (Defocus Node) for a fake Depth of Field effect.
Ghi chú
This pass produces noisy results if the render itself uses Depth of Field or motion blur. Use the Mist pass for a cleaner image.
- Sương Mù (Mist)
Distance to the nearest visible surface, mapped to the 0.0 - 1.0 range. When enabled, settings become available in the World tab.
This pass can be used to fade out objects that are farther away. An alternative is using the Volume slot of the World Output shading node.
- Vị Trí (Position)
Positions in world space.
- Normal (Pháp Tuyến/Bình Thường)
Surface normals in world space.
- Véctơ (Vector)
Motion vectors for the Nút làm Nhòe Mờ Vectơ [Vector Blur Node]. The four components consist of 2D vectors giving the screen-space motion based on the next and previous frames.
This pass is disabled when Motion Blur (Làm Nhòe Mờ Chuyển Động) is enabled in the render settings.
- UV
The UV coordinates within each object's active UV map, represented through the red and green channels of the image. (The blue channel stores a constant value of 1 and does not hold any information.) Can be used with the Nút Ánh Xạ UV (Map UV Node).
- Dữ Liệu Khử Nhiễu (Denoising Data)
Includes Denoising Albedo, Denoising Normal, and the combined image before denoising. Can be used with the Nút Khử Nhiễu (Denoise Node) as a replacement for automatic denoising.
- Chỉ Số (Indexes)
- Chỉ Số Đối Tượng (Object Index)
A map where each pixel stores the user-defined ID of the object at that pixel. This map can be converted into a mask for a particular object using the Nút Chắn Lọc ID (ID Mask Node).
- Chỉ Số Nguyên Vật Liệu (Material Index)
A map where each pixel stores the user-defined ID of the material at that pixel. This map can be converted into a mask for a particular material using the ID Mask Node.
Ghi chú
The Z, Position, Object Index, and Material Index passes are not anti-aliased.
- Hiệu Chỉnh Lỗi (Debug)
- Số Mẫu Vật (Sample Count)
Number of samples calculated for each pixel, divided by the maximum number of samples. Used to analyze adaptive sampling.
- Giới Hạn Alpha (Alpha Threshold)
The Z, Position, Normal, Vector, UV, and Index passes are only affected by surfaces with an opacity equal to or higher than this threshold. With value 0.0, the first surface hit will always write to these passes regardless of opacity. With higher values, surfaces that are mostly transparent will be skipped until an opaque surface is encountered.
EEVEE¶
- Bao Gồm (Include)
- Kết Hợp (Combined)
The render output before any compositing is applied.
- Z
Distance to the nearest visible surface. Can be used with the Nút Phi Hội Tụ (Defocus Node) for a fake Depth of Field effect.
- Sương Mù (Mist)
Distance to the nearest visible surface, mapped to the 0.0 - 1.0 range. When enabled, settings are in the World tab.
This pass can be used to fade out objects that are farther away. An alternative is using the Volume slot of the World Output shading node.
- Normal (Pháp Tuyến/Bình Thường)
Surface normal in world space.
- Vị Trí (Position)
Position in world space.
- Véctơ (Vector)
Motion vectors for the Nút làm Nhòe Mờ Vectơ [Vector Blur Node]. The four components consist of 2D vectors giving the screen-space motion based on the next and previous frames.
This pass is disabled when Motion Blur (Làm Nhòe Mờ Chuyển Động) is enabled in the render settings.
Nguồn/Ánh Sáng/Sáng Nhạt [Light]¶
Cycles¶
- Khuếch Tán (Diffuse)
- Trực Tiếp (Direct)
The intensity and color of light that hit a surface with a Diffuse or Subsurface Scattering BSDF and did not yet bounce off/pass through any other surface (ignoring Transparent ones). The color of the surface itself is not included.
- Gián Tiếp (Indirect)
The intensity and color of light that hit a surface with a Diffuse or Subsurface Scattering BSDF and already bounced off/passed through another surface before (ignoring Transparent ones). The color of the surface itself is not included.
- Bóng Bẩy (Glossy)
- Trực Tiếp, Gián Tiếp, Màu Sắc (Direct, Indirect, Color)
Same as above, but for glossy BSDFs.
- Truyền Xạ (Transmission)
- Trực Tiếp, Gián Tiếp, Màu Sắc (Direct, Indirect, Color)
Same as above, but for transmissive BSDFs.
The Transparent BSDF is not included; see Đường Đi của Ánh Sáng (Light Paths) for details. To create a transparent surface that does get included in this pass, use a BSDF Thủy Tinh (Glass BSDF) with the IOR set to 1.
- Âm Lượng/Thể Tích (Volume)
- Trực Tiếp, Gián Tiếp (Direct, Indirect)
Same as above, but for volumetric BSDFs.
- Cái Khác (Other)
- Phát Xạ (Emission)
Emission from directly visible surfaces.
- Môi Trường (Environment)
Emission from the directly visible Môi Trường Thế Giới (World Environment). When the Phim (Film) is set to Transparent (meaning the world is excluded from the final render), this pass can be used to get the environment color and composite it back in.
- Ambient Occlusion (Tính Hấp Thụ Quang Xạ Môi Trường)
Ambient occlusion from directly visible surfaces. This is a grayscale pass with values that go from 0 (fully occluded) to 1 (fully exposed), making it suitable for multiplying with a color image in the Compositor (see Nút Hòa Trộn (Mix Node)).
As an alternative to this pass, it's also possible to use the Ambient Occlusion Node in materials.
- Vật Bắt Bóng Tối (Shadow Catcher)
Shadows collected by objects with the Vật Bắt Bóng Tối (Shadow Catcher) option enabled. Can be multiplied with existing footage to (for example) have a rendered object cast a shadow on recorded ground.
EEVEE¶
- Khuếch Tán (Diffuse)
- Nguồn/Ánh Sáng/Sáng Nhạt [Light]
The intensity and color of light that hit a surface with a Diffuse or Subsurface Scattering BSDF. The color of the surface itself is not included.
- Màu Sắc (Color)
The colors of Diffuse and Subsurface Scattering BSDFs, modified by any Mix and Add Shader nodes. The intensity and color of light are not included.
- Lóng Lánh (Specular)
- Ánh Sáng, Màu Sắc (Light, Color)
Same as above, but for specular BSDFs.
- Âm Lượng/Thể Tích (Volume)
- Nguồn/Ánh Sáng/Sáng Nhạt [Light]
Contains Volume objects, as well as any volumes generated by the volume shader nodes (Thể Tích Nguyên Tắc (Principled Volume), Hấp Thụ Thể Tích (Volume Absorption), and Tán Xạ Thể Tích (Volume Scatter)), whether they're used in a material or in the World background.
- Cái Khác (Other)
- Phát Xạ (Emission)
Emission from directly visible surfaces.
- Môi Trường (Environment)
Emission from the directly visible Môi Trường Thế Giới (World Environment). When the Phim (Film) is set to Transparent (meaning the world is excluded from the final render), this pass can be used to get the environment color and composite it back in.
- Ngả/Bóng Tối (Shadow)
A pass that's black for areas that don't receive direct light and white for ones that do. Mostly useful for compositing objects with shadow into existing footage.
- Ambient Occlusion (Tính Hấp Thụ Quang Xạ Môi Trường)
Ambient occlusion from directly visible surfaces. This is a grayscale pass with values that go from 0 (fully occluded) to 1 (fully exposed), making it suitable for multiplying with a color image in the Compositor (see Nút Hòa Trộn (Mix Node)).
As an alternative to this pass, it's also possible to use the Ambient Occlusion Node in materials.
- Trong Suốt (Transparent)
Contains Blended surfaces, so they can be adjusted in the Compositor and later mixed with opaque passes.
This pass only supports grayscale opacity. Colored opacity will show differently than in the Combined pass.
- Occlusions Khoảng Cách [Occlusions Distance]
Maximum distance for objects to contribute to the Ambient Occlusion pass.
Lớp Vẽ Lồng Bí Mật (Cryptomatte)¶
Cryptomatte is an image standard to efficiently create masks for specific objects or materials. Its purpose is the same as the Object Index and Material Index passes, but it has several advantages: it's easier to set up, can be used with other compositing software than Blender, and supports multiple objects per pixel. Specifically, it works with transparency, as well as motion blur and depth of field when using Cycles.
- Object (Đối Tượng)
Render cryptomatte passes for isolating objects.
- Nguyên Vật Liệu [Material]
Render cryptomatte passes for isolating materials.
- Asset (Tài Sản)
Render cryptomatte passes for isolating groups of objects with the same parent. This option is not related to Blender's asset feature.
- Mức Độ/Số Tầng Bậc (Levels)
The maximum number of objects to be distinguished per pixel. The Render Layers node will output half this many Cryptomatte images, named (for example) CryptoObject00, CryptoObject01 and so on -- the reason being that one Cryptomatte image can reference two objects per pixel.
The first image references, for each pixel, the two objects that contribute the most to that pixel's color. The next image references the next two objects, and so on.
AOV của Bộ Tô Bóng (Shader AOV)¶
Shader AOVs (Arbitrary Output Variables) are custom render passes that can hold additional information for use in compositing. Create a pass in the Shader AOV panel, write to it from a material using the Nút Đầu Ra AOV (AOV Output Node), and finally read from it in the Compositor using the socket on the Render Layers node.
- Tên [Name]
The name of the render pass. Used in both the AOV Output node and the Render Layers node. The name can be anything as long as it doesn't conflict with other (enabled) passes.
- Kiểu Dữ Liệu (Data Type)
The type of data that the render pass stores per pixel. Use Color to store a color, normal, or other type of vector. Use Value to store a single number.
Nhóm Ánh Sáng (Light Groups)¶
Duy Cycles (Cycles only)
A Light Group provides a limited Combined render pass where the scene is only illuminated by certain lights. Multiple such passes can then be combined in compositing to construct a full render with all the lights. The most straightforward way is to simply Add them together using the Nút Hòa Trộn (Mix Node), but by making more complex combinations, it's possible to change the color and intensity of individual lights without having to re-render.
To assign a Light object to a new or existing Light Group, use the panel details).
(To assign the World background to a Light Group, use the panel details).
(- Tên [Name]
The name of the light group.
Light Group Sync¶
These operators are available from the button to the right of the
Light Group list.
- Thêm các Nhóm Ánh Sáng Sử Dụng
Create Light Groups for any lights that reference a non-existing one.
- Xóa các Nhóm Ánh Sáng Không Sử Dụng Đến (Remove Unused Lightgroups)
Delete any Light Groups that are not referenced by any lights.
Kết Hợp (Combining)¶
Cycles¶
The different render passes can be combined to produce the final image as follows:
EEVEE¶
The passes can be combined to produce the final image as follows:
EEVEE Limitations¶
Depth of Field (Độ Sâu Trường Ảnh) and Motion Blur (Làm Nhòe Mờ Chuyển Động) are not rendered in passes other than Combined. They can be emulated in the Compositor using the Nút Phi Hội Tụ (Defocus Node) and the Nút làm Nhòe Mờ Vectơ [Vector Blur Node].
Transparent materials that have their Phương Pháp Kết Xuất [Render Method] set to Blended are not rendered in passes other than Combined and Transparent. Use the Dithered method instead.
The Shader To RGB Node only works correctly in the Combined pass as EEVEE excludes parts of the BSDF equation.
There is a maximum of 16 Color and 16 Value AOVs (custom render passes).